Last night at NYU Game Center, indie developer and ex-Cut Copy bassist Bennett Foddy gave a presentation wherein he detailed several core principles he strives for when creating games. If somehow you've never played any of Foddy's games, do yourself a favor and head over to his website where you can play them all for free. Foddy is most known for QWOP, the game where you use four keyboard buttons in rhythm to propel an Oympic runner 100 meters. Or at least that's the premise. You'll probably spend most of your time banging the runner's head against the ground trying to take your first step. The results are quite hilarious as limbs fly all over the place, but there's always a modicum of understanding that you're figuring out how the system works and could maybe, actually get the runner to, well, run.
QWOP has gained a high enough profile to be visible in mainstream pop culture (making a cameo in this year's season premiere of NBC's The Office, for one), but Foddy's other games operate in similar fashion, enlightening players of the physical actions needed to control the characters in the games. The immediacy of these games, one of the subjects Foddy's lecture focused on, allows for even a simple button press to result in a satisfying in-game consequence. In CLOP, a QWOP-like game with a unicorn, each of the four control buttons kicks out one of the unicorn's corresponding four legs. The animation of even one leg kicking out is so unlike anything that a real horse would do that I can't help but crack up at the mere sight of it, not to mention once you really get the beast "going." I found it interesting that Foddy didn't directly mention humor in his discussion, since I find it to be part of the prominent appeal of his titles.
Foddy's outlook on game design shares much in common with contemporary art practice, conjuring the notion that there is a rich middleground between the two that takes into account player interactivity and artistic practice in corollary measure. In games, designers have to choose their controller/platform. In art, artists select their medium, which for the past half century could acceptably be pretty much anything. Only recently have game designers been fiddling with new ways of using traditional and standardized controllers in new and exciting ways (see Johan Sebastian Joust). Yet, art has often struggled to stretch out of the austere, institutional art/viewer relationship by limiting patrons to actions like "standing," "looking," and "walking around," A game/artwork that bridges the gap between the two would likely also confront these issues from both sides. Foddy seems to be on this track as he's been hanging out with some of the JS Joust creators, developing some kind of trampoline-powered Move controller game.
The principles Foddy presented weren't without their own self-conflict though, making them more aspirations than hard and fast rules. For example, if a designer is creating a game that asks players to hold DualShock controllers backwards, a prompt to inform them of how this is supposed to work might be needed, but that would sacrifice some degree of immediacy. A minor criticism of Journey was that an outline of a controller with some arrows is displayed at the beginning of the game to let players know that they can tilt the controller to rotate the camera. The necessity of these sorts of prompts is debatable; the point being that there is no one correct solution. However, I think Foddy would argue that it's best to attempt the game that adheres to principles of immediacy and fully-integrated worlds, and only make concessions when there don't seem to be any better options.
Foddy came off as a game designer on the bleeding edge of the medium, in terms of his games as well as his production practice. He said that he hopes to show the trampoline game at Indiecade, so keep an eye out for that. In the meantime you can always try and get to the top of this wall. Um, good luck?
Photo by Finn Taylor for Wired
Showing posts with label recap. Show all posts
Showing posts with label recap. Show all posts
Saturday, September 29, 2012
Thursday, September 6, 2012
Recap: Soundplay Game Jam
Last night at the New Museum, Pitchfork and Kill Screen teamed up to offer an evening of free drinks, video games, and music. The main impetus for the get together was an extension of the Soundplay project that commissions indie game talent to craft interactive experiences based on songs from indie musicians. Yes, the whole thing was pretty "indie," but that's not a bad thing. This particular event was structured around a game jam that happened over the two days prior. Four teams had 48 hours to produce games based off of music from the band Passion Pit's new album Gossamer. The night of the party was a chance for attendees to play all of the Soundplay titles, including the ones made during the jam, while also taking in a live performance by Chromatics and a DJ set by Oneohtrix Point Never. Since you're the sort of person who would read a blog entry like this, that billing should all sound pretty great.
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| Neon sign at the entrance was a nice touch. |
I sat down to play all of the game jam titles, and though all four mostly matched the upbeat, candy-colored vibe of the band, each took markedly different gameplay approaches to the source material. In the first one I played, you control some Katamari-looking dudes and press the spacebar to juggle approaching objects. Higher scores are awarded for the more objects you keep off the ground until certain checkpoints in the song. The next game had a flowery, psychedelic setting with a figure on a tightrope that walks towards you as you toggle the "left" and "right" keys for balance. If you fall off, the song stops and you must start over. Beside that game was one that told the story of a sad bunny that you cover with candy to make happy again. Shelves of sweets are on both sides of the stationary rabbit, and you drag and drop them into place. The candy blocks have physics programmed into them, so making a perfect stack that doesn't tip over was quite the challenge. Music played in the background, but at climax points of the song, a quake strikes and probably undoes all your hard work. Lastly, the fourth game was a forced-scrolling don't-hit-the-walls navigation exercise that seemed like it was supposed to be incorporating video from the computer's webcam in the background, but it wasn't working when I played it.
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| Attendees getting their hands on the Jam games, plus previous Soundplay entries. |
While tonally these games kept in line with the vibe of Passion Pit music, they seemed more inclined to simply take inspiration from the music than to really incorporate it as a part of the mechanics. The notion of games as promotional material for music in the vein of music videos is a concept in its early stages. Should these games be "music games" as we understand them? They could take inspiration from the likes of Guitar Hero and Rock Band and challenge players to replicate the songs they hear. They could draw from Dance Dance Revolution and Dance Central and co-opt body movements that correspond to beats. Recently, Soundshapes has further evolved concepts born out of games like Rez where playing a more traditional genre game, such as a platformer or shooter, generates music just by going about as usual. But we're talking about game jam games here, and design docs that can be written and delivered quickly and completely are paramount. I did really like it when the music triggered screen-shake in the rabbit game though.
| Chromatics performing live |
I'm told the game jam games will be available to play online hopefully by the end of the month along with a short documentary about their development process. I'll be writing an in-depth piece on the existing Soundplay games in the near future.
:images 1 & 2 taken by me; Chromatics pic by Eriz Avissar for Pitchfork:
Thursday, July 5, 2012
Recap: Games For Change Festival 2012
The video game industry catches flak from individuals claiming that games are a waste of time, or worse, a detriment to the socio-intellectual functioning of those who play them. It's assuring to know that there is some semblance of luminaries in the field with researched findings to the contrary. Many of these people convene annually for the Games For Change Festival, now in it's 9th year. My attendance at the event (my first time) has come and gone, but what have developers, educators, and gamers taken from the discussions, forums, and demos? I can only speak for myself, so allow me to recount the conference in daily breakdowns. I'm not going to cover every single event that took place, and instead focus on the ones that left the greatest impression on me. The events during the festival-proper on Tuesday and Wednesday were all livestreamed, so you can view archived video of most all of the major presentations given on those days.
Monday
The first day was really more of a "Day 0" since it was billed as a pre-festival summit. Two groups sponsored simultaneous dockets spanning the entire day, each with specific focuses. The Federal Games Working Group (FGWG) focused on intersections between the gaming industry and the government. For what it's worth in the interest of disclosure, I am a member of this group through my Smithsonian affiliation. However, I spent the majority of the summit day at the AMD Foundation's sessions on teaching game design to youth, which are more immediately relevant to my job as an educator.
The AMD session began with a tepid panel discussion featuring the day's lineup of presenters. There was too much surface-deep talk about why games are great for education, and how that relates to their specific organization. It was as if the introduction was the panel, which I understand the purpose of in concept, but it didn't lead anywhere interesting except for a couple decent audience questions that pointed to case study experiences. Based on the crowd of attendees, I think it was safe to assume that everyone was already on board for using games in education, yet the panel was keen on reiterating this inherent understanding. Perhaps this was information that one could take back to their traditionally entrenched institutions in hopes of better conveying more progressive stances on games in education. Perhaps.
Next up was a walkthrough of Gamestar Mechanic, a game design learning tool that removes coding and focuses purely on the design process. It's meant as a low-barrier introduction to these basics, targeted at the middle-school set. The audience was prompted to play through a "level" for teachers that acted as a tutorial. I found the tools pretty impressive in terms of making a side-scrolling or top-down game. The tools for feedback and iteration were the most impressive aspect. Classmates can play one another's games and leave comments on notes in-game ala Dark Souls. When you switch between play and edit modes on the fly, you can act on feedback notes immediately rather than having to switch to a disconnected editor.
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| GameSalad tools |
I jumped back over to the other summit at this point to catch up with some colleagues and shuttle off to attend a FGWG meet n' greet with some game designers who would be speaking during the festival the following two days. I was pleased with my summit choices, but couldn't help wondering if I'd have enjoyed some of the FGWG talks more. I read live tweets as they popped up during concurrent sessions, which seemed intriguing, though I appreciated how grounded and direct the AMD presentations were. Having attended Digital Media Learning Conference (DML) earlier this year, I grew a little tired of the "big philosophical monologue then narrow case study" dynamic. I looked back at the end of those days at DML with little to bring home and implement. After the AMD summit, I definitely had pathways.
Tuesday
As festival Day 1 began, everyone filtered into an auditorium-style theater, tailor-made for presentations instead of the banquet halls and side rooms of the summits. TED Talk alumnus Jane McGonigal held the opening keynote position and delivered an engaging presentation the covered self-help, design theory, neuroscience, and personal struggle. The easiest reference for Jane McGonigal's game design work is Halo 2's I Love Bees alternate reality game/marketing campaign, where she was the community lead. The driving focus of her speech was in alignment with the philosophy behind her latest game: SuperBetter, which supports players as they build real-world resilience. McGonigal spoke of an incident where she suffered severe head trauma and was faced with a situation that seemed to present her with "no reason to live." In order to help her get through day-to-day existence, she began to gamify her life. She would set challenges for herself that would take concentrated effort, but could realistically be achieved, and used this tactic as a significant contribution to her recovery. McGonigal wants SuperBetter to be a game where players can improve themselves in similar ways, but without having to undergo trauma. I don't know all of the technical details about how you're supposed to "play" the game, but the design philosophy was touching and impactful, leaving me with a desire to explore SuperBetter further at some point.
Before lunch, Cow Clicker creator Ian Bogost took the stage to discuss games as tools for journalism. "Newsgames," as he dubbed them, are games that can be played to consume news stories in a different way than other forms of media. Bogost detailed the history of the relationship between traditional news media and games, and particularly how the downfall of newspapers and emergence of Internet and TV news has squandered the most all intersections of games and news. Bogost is part of a team creating a newsgame tool called Game-O-Matic that allows users to almost instantly create a game based around a news story. The instantaneous element is important since game design normally takes the effort of a small team and multiple hours, and news obviously changes much more quickly. Newsgames need to be more akin to photojournalism in their accessibility and promptness.
The Game-O-Matic presents you with a blank slate where you can make a word-web of nouns and attach them together with verb-laden arrows. The tool only provides a preset list of verbs, but through a little interpretive reasoning, you should be able to find something that will generate the desired behavior. Once this is setup, you simply click a big red "create" button and poof, your newsgame has a ruleset and is ready to go. Sample games were generated using Mayor Michael Bloomberg, soda, and obesity as the elements, to amusing results. By default the insta-games just use colored dots with text labels, but you can sub in icons as you wish. Gameplay options appeared simple, consisting of mechanics that have been around for a long time like "collect all of something," or "exit the screen to the right," but there could be obstacles depending on how complex you make the relationships between objects. Does this lend Game-O-Matic particularly well to handling dourly serious news content? Probably not, but it seems adept at just about any subject you can shake an editorial cartoon at.
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| Sweatshop screenshot |
Having played, but not completed either of these games, I can't say anything with absolute conclusion, but they both do an excellent job of showing effective socially conscious game design, and also bringing to light where these kinds of games can fall short. Sweatshop is stylish, witty, and quite fun to play, but I could see the name and subject matter putting people off outright. The End provides an interesting service in its alignment of like-minded historical figures, but I found the platforming gamelplay to be rather rote, even if it did look pretty. Both games also pop up with blocks of text after completing levels that inform you of certain real-world implications or examples of how the game reflects things outside of itself. I imagine the vast majority of players just skip these over, seeing as their tone seems to be coming from outside the game, even if they put it in a word bubble of a recognizable character. I'd be interested to read about the measurable results of these games since they seem both difficult to quantify and boldly ambitious with their goals.
After a day-closing keynote from Nolan Bushnell, everyone sauntered over to a nearby bar for the opening night party featuring free PBRs and a few Kinect games (nothing I hadn't seen before: Dance Central, Sesame Street, and Happy Action Theater). The casual atmosphere and light socializing was a pleasant cap on a full day of sitting in an auditorium listening to people talk while furiously rapping on my iPad with my fingertips.
Wednesday
ASU professor James Paul Gee kicked off the final festival day with a charge for the development of what he termed "Big 'G' Games." This charge calls for the creation of games that truly foster learning by both existing as pieces of software, but also connecting players with real-world people and spaces. Gee claims that to have a good Game, you'll need to provide or facilitate an affinity space (somewhere for people to commune, discuss, problem solve, and innovate) and also follow about 20 or so principles that he went on to detail with the rest of his talk. One of the big points was to focus on not just cognitive intelligence, but also emotional and social intelligences. This was a rallying point for Gee against traditional education systems, which he sees as offering excruciatingly narrow pathways for growth, and I believe he'd argue that growth to be unsupportive of all three realms of intelligence.
"Passion" was a topic that recurringly surfaced during Gee's talk as well. For a game to be a Game, it, like all good art, should inspire passion within those who choose to engage with it. He cited modding communities as people who've developed passion for a game and seek to change it for the better in some way. This behavior is not by coincidence, but rather the tools have been laid out by designers for willing individuals to pick them up and use them. In cases like this, the original designers' influence over the game will at some point become obsolete, and the collective intelligence of players will push the game into new territories. As designers, the proposition of relinquishing so much control over your creation may be scary, but crafting a Game that encourages this to happen actually presents much bolder and more dynamic learning opportunities for players.
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| Way screenshot |
Bell spoke of how this incident stuck with him, and the influence of that day in the fish market is explicitly evident in both Way and Journey. More features doesn't necessarily equal better features. This isn't an argument about prioritizing resources, though that one could be made, but rather that meta-game and communication mechanics are often taken for granted, as if there's one path that can be taken towards optimal systems. With this standard in place, it's easy to judge your feature set's range and project resources accordingly, but you'd also be failing to acknowledge all of the options. Both Journey and Way use what have been deemed "limited" communication systems for player interaction, but Bell argues that this actually provides a more stable groundwork for potential friendships to blossom with strangers than the ways online games primarily use headsets and implement player-to-player dialogue. I was able to interpret a lot of these intentions on the part of Bell by simply playing the games he's worked on, but it was that story of the older Japanese woman in the fish market that really surprised me and made me hopeful for the future of the medium, hearing that leading game designers are taking inspiration from those kinds of experiences.
Having gone to school for art, I kind of relish opportunities to participate in formal critique sessions. While I didn't get to go on stage or anything, I did get to witness a Demo Spotlight (not archived) wherein four developers put themselves up on the chopping block in front of an auditorium filled with onlookers, while the likes of Kellee Santiago, Dan White, and the Executive Director of Zynga's philanthropic arm, asked questions, offered advice, and handed out critique. It seemed kind of scary for some of the developers whose projects were either not that far along or required some convincing to get the panel on board. One game was Zombie Yoga for Kinect, which just by the title is a "strike 3, you're out" kind of situation for me. It seemed like the Zombie Yoga team's main goal was to make a game that adds visuals to illustrate what the body/mind is doing with different yoga poses. I don't know anything about yoga, and I don't want to, but the game showed in a way that made even that baseline concept come off as a target that was not exactly being hit. I imagine the Demo Spotlight was more helpful for those teams than ones that have their packages nearly together. An iPad game called Popchilla's World, a digital learning tool for autistic children, seemed like a solid, well-conceived package. Though, since special needs learning is such a specific realm of education, it seemed difficult for the panel to conjure questions of real critique. I get a bit of a nostalgic trip out of seeing those kinds of honest discussions happen though, so I was pleasantly surprised by their inclusion in the festival.
By Tuesday evening, I'd seen dozens of lectures, played a handful of unique indie games, and gotten to hang out with some pretty smart people. I love to hear about how the world of video games is expanding beyond the basic confines of human-computer interfaces, and in particular those efforts that are seeking to improve the world we have. We know that making successful games is difficult, and that making games that instigate social change is equally, if not more difficult, so imagine how tough it is to make one that does both. It's a daunting task to consider, but conferences like Games For Change do their part to retain a sense of optimism that such goals are achievable.
Sunday, March 18, 2012
Recap: Gamefest Day 2
Opening this weekend at the Smithsonian American Art Museum (SAAM) is the Art of Video Games
exhibition, curated by Chris Melissinos. I'll be taking a deeper look
at the show itself soon, but in the meantime, SAAM has been putting on a
series of events they're calling Gamefest that lasts all weekend. For Saturday this consisted of a couple lectures, live music and games, and a film screening (The King of Kong). I'll focus on the two auditorium discussions of the day.
It’s All in the Design with Robin Hunicke
Indie studio thatgamecompany has been enjoying quite a bit of limelight at the Art of Video Games. Producer Robin Hunicke is a producer who worked on their latest title, Journey. Before that she was with EA for Sims 2, My Sims, and Boom Blox. She spoke about what she sees as the core mechanics of game design, and how those points apply to people lives outside of games.
Hunicke broke her design goals down into 4 categories: Exploration, Expression, Experimentation, and Experience. She related these to various points in her game development career, making sure to note how not only are these goals for what a game should play like, but also how the development process should operate. She sees great leadership coming from someone who acts as a "force multiplier." This would be an individual who knows how to ask the right questions of their team, and trusts them to answer those questions by doing great work. The leader can't be an overlord. She recognized Steven Spielberg, the create force behind Boom Blox, as an individual who is a master of this force multiplier technique.
Knowing that her 4 design goals make for a satisfying work environment, it makes sense that creating content that performs extraordinarily in those categories would make for rewarding game experiences. They aren't just game experiences though, since game experiences are increasingly part of our life experiences. It makes sense to make the two more successfully intertwine, meaning individuals can aspire to better meet those design goals n both virtual and real-world fronts.
Development on Journey was also discussed in the context of the 4 design goals. Hunicke explained that the team had at one point built a variety of puzzles that required the two people playing the game to work together; think ladder lowering, dual switch pressing, and the like. This was found to be incredibly stifling to the openness of the design concept and was ultimately scrapped. It felt too much like you're completing a test instead of actually playing around in the world. Those 4 design goals are really 4 different factors of play that, once combined, can make for an immersive experience.
A Conversation with Hideo Kojima
I wasn't able to physically attend this talk since tickets were claimed in advance and the line that showed up for standby was pretty huge. Luckily it's available to view online, which is the version I'll just briefly touch on.
I don't think "conversation" was really the correct term to describe the Kojima event, since it was really just the Japanese developer answering Melissinos' questions through a translator for an hour. It's difficult to overcome language barriers in these kinds of situations, and as such, it's best to go into a talk like this with metered expectations. Still, it's cool to see Hideo Kojima in person. I love his games and his sense of style.
Topics ranged from original inspirations, to qualities of great game designers, to the difference between games and films. There was nothing super surprising, especially for audience members who've been following Kojima and/or Metal Gear for a long time. He wouldn't reveal anything about his next projects except to say that he's working on "something," and that the player will be more in control of the narrative pacing in contrast to the Metal Gear Solid series.
There was no mention of Transfarring.
Indie studio thatgamecompany has been enjoying quite a bit of limelight at the Art of Video Games. Producer Robin Hunicke is a producer who worked on their latest title, Journey. Before that she was with EA for Sims 2, My Sims, and Boom Blox. She spoke about what she sees as the core mechanics of game design, and how those points apply to people lives outside of games.
Hunicke broke her design goals down into 4 categories: Exploration, Expression, Experimentation, and Experience. She related these to various points in her game development career, making sure to note how not only are these goals for what a game should play like, but also how the development process should operate. She sees great leadership coming from someone who acts as a "force multiplier." This would be an individual who knows how to ask the right questions of their team, and trusts them to answer those questions by doing great work. The leader can't be an overlord. She recognized Steven Spielberg, the create force behind Boom Blox, as an individual who is a master of this force multiplier technique.
Knowing that her 4 design goals make for a satisfying work environment, it makes sense that creating content that performs extraordinarily in those categories would make for rewarding game experiences. They aren't just game experiences though, since game experiences are increasingly part of our life experiences. It makes sense to make the two more successfully intertwine, meaning individuals can aspire to better meet those design goals n both virtual and real-world fronts.
Development on Journey was also discussed in the context of the 4 design goals. Hunicke explained that the team had at one point built a variety of puzzles that required the two people playing the game to work together; think ladder lowering, dual switch pressing, and the like. This was found to be incredibly stifling to the openness of the design concept and was ultimately scrapped. It felt too much like you're completing a test instead of actually playing around in the world. Those 4 design goals are really 4 different factors of play that, once combined, can make for an immersive experience.
Saturday, March 17, 2012
Recap: Gamefest Day 1
Opening this weekend at the Smithsonian American Art Museum (SAAM) is the Art of Video Games exhibition, curated by Chris Melissinos. I'll be taking a deeper look at the show itself soon, but in the meantime, SAAM has been putting on a series of events they're calling Gamefest that lasts all weekend. For Friday this consisted of a couple panel discussions, a lecture, and a film screening (TRON). I was able to attend all of the talky-talk events.
The Evolution of Video Games: Pioneers
Panelists (left to right): Chris Melissinos, Mike Mika, Keith Robinson, Rand Miller, and Don Daglow
First up to bat was a series of industry vets who weren't above swapping a few war stories, but offer plenty of first-hand knowledge from the dawn of the medium. Honestly though, the pre-crash era of games is the one I'm least familiar with, so I was happy to hear about the processing power equivalents of walking 13 miles to school in the snow. I had no idea that games were being programmed prior to the notion of the live monitor interface. They printed out on paper! That might have been the most stirring factoid I heard all day.
Much discussion was framed around the forward evolutions in console generations, and how new sets of constraints are introduced in each cycle. Daglow made the association that when a new piece of hardware was introduced, it was as if someone turned off the lights in your living room, rearranged all the furniture, and left you to feel around for familiar textures. All of the panelists echoed the notion that design constraints imposed by limited hardware may have presented significant challenges, but ultimately they were a boon to focusing creativity and keeping their minds from running totally wild.
Mika parleyed these sentiments into discussing the challenges of true emulation and homage, specifically citing his work on faux NES title Dark Void Zero. I couldn't help but think about certain rock bands who only play with vintage gear to achieve specific classic sounds. Others mentioned how the lack of modern paddle controls makes it very difficult for new players to understand what made a game like Warlords so much fun.
The discussion was moderated by exhibition curator Chris Melissinos who retained a positively giddy tone throughout. He was eager to share entertaining, personal stories from his own life in between panelist prompts. The tone of the conversations were mostly feel-good, without the usual disdain for nostalgia that accompanies art criticism. This wasn't really the venue for that anyway. The Pioneers group shed light on some intriguing moments in history and successfully drew parallels between the industry issues of 40 years ago and those of today.
The Evolution of Video Games: The Future
Panelists (left to right): Chris Melissinos, Mark DeLoura, Paul Barnett, Ken Levine, and Kellee Santiago
While the Pioneers panel focused on how we got to the present, the Future panel was filled with speculation about where we go next and attempts to define where in fact we currently are. As a result there was actually some debate among the group.
Discussion sparked when Barnett suggested the idea of individualized "golden ages" for gamers. The basic idea is that there's a range of years in your life when you are most absorbed in playing games, and most susceptible to that saturation having a significant role in your development as a person. I don't know if that's true across the board, but definitively within certain genres and franchises. Is there really a need to play any version of Mario Kart other than the one you originally fell in love with? Maybe, but I doubt you'll like it as much. Santiago argued that the increased diversity in the gaming community has led plenty of individuals to discover and understand games in more varied stages of life.
Diversity was actually a point of commonality among the panel; diversity among developer personnel, styles of games, funding models, audiences, and more. One question from the audience spoke ill of "pretentious indie games" which Santiago later jokingly admitted to producing. After a string of don't-like-it-don't-play-it responses, Levine smartly piped up and reassured the audience member that developers pull from a wide variety of games and other media for inspiration, and that it's likely that "hardcore game" (my quotation marks, not Levine's) developers will play something like Dear Esther and incorporate and translate some of those ideas into their future titles. On the subject of borrowing ideas from other people's work, Barnett chimed in with a Monty Python quote for inspiration that went something like "All of my best ideas are bad ideas that someone misheard and made a good idea from."
Likewise with the notions of teamwork, sharing, and open communication being key elements of a successful development studio being touted, only DeLoura sidled with the remark that there's something significant and worthwhile to the singular vision of an artist, seen through from beginning to end. As an artist, I was personally glad someone on the panel expressed that sentiment. I'm all for teamwork, but for certain projects there are people who need to control everything in service of a perspective that only they can offer. DeLoura offered Jonathan Blow's Braid as an example.
I thought we might be treated to more talk about the hot-off-the-presses Journey or the looming Bioshock Infinite, but a lot of the concepts being touched on were more "big picture" items. This was for the best since it kept the discussions driven in directions that all of the panelists could contribute their expertise to. I left the panel feeling like I'd actually seen some genuine intellectual discussion happen, which is what I was hoping for. I've watched video of Levine speaking at GDC about the potential for narrative in games and read Santiago's writing about thatgamecompany's aspirations, so I went in with high hopes, which were mostly fulfilled.
Nolan Bushnell: Video Games in Retrospect
Having never seen Bushnell speak in person before, I only had the title of his lecture to draw from. Would this be an encyclopedic history lesson? An intimate trip down memory lane? Turns out it was a little of both with generous helpings of kookiness and comic relief, and a general sense of wide-eyed amazement at what new generations of game makers are creating based on frameworks he helped invent.
Much like the Pioneers panel, there were some look-how-big-computers-were stuff, but I was most interested in Bushnell the businessman since he came off as particularly shrewd. He pointed out that his company, Atari, had developed Pong, but that game had been ripped off by so many other companies that the majority of Pong machines weren't actually sold by Atari. They counteracted this by faking the labels on the boards that they manufactured so that when competitors would look at them for copies, they'd end up putting things in the wrong places, and the boards wouldn't work at all. They supposedly drove most all of their non-conglomerate copycats out of business with this strategy.
That's the other thing about Bushnell: he likes legendary stories, and he's certainly billed as one. Are some of these stories myths? We have to take his word for it I suppose, since at least the results of his endeavors are on record as facts. I hadn't questioned anything until he mentioned the ET cartridge debacle and rumor of a desert burial repository for the unwanted titles. I always had fun telling that story to non-gamer friends, but I don't know that I really believed it was anything but a tall tale. On the other hand, Bushnell freely admits they had to sell Atari-Japan to Namco due to defying numerous rules and regulations out of ignorance of the country's bylaws, so why not just hop on for the ride if he's willing to go that far.
The talk wrapped up with a "ref" from Twin Galaxies and high-score king Billy Mitchell trotting out a giant video game trading card of Bushnell as an honorary award. There was a chumminess between them and a heartfelt recognition that having an exhibition of video games in a national art museum is a truly significant step for the form. They seemed to relish it so much that they burned right through Q/A time, which meant it dragged a bit, but in the context of this symbolic achievement, I understand wanting to hold onto that moment as long as possible.
The Evolution of Video Games: Pioneers
Panelists (left to right): Chris Melissinos, Mike Mika, Keith Robinson, Rand Miller, and Don Daglow
First up to bat was a series of industry vets who weren't above swapping a few war stories, but offer plenty of first-hand knowledge from the dawn of the medium. Honestly though, the pre-crash era of games is the one I'm least familiar with, so I was happy to hear about the processing power equivalents of walking 13 miles to school in the snow. I had no idea that games were being programmed prior to the notion of the live monitor interface. They printed out on paper! That might have been the most stirring factoid I heard all day.
Much discussion was framed around the forward evolutions in console generations, and how new sets of constraints are introduced in each cycle. Daglow made the association that when a new piece of hardware was introduced, it was as if someone turned off the lights in your living room, rearranged all the furniture, and left you to feel around for familiar textures. All of the panelists echoed the notion that design constraints imposed by limited hardware may have presented significant challenges, but ultimately they were a boon to focusing creativity and keeping their minds from running totally wild.
Mika parleyed these sentiments into discussing the challenges of true emulation and homage, specifically citing his work on faux NES title Dark Void Zero. I couldn't help but think about certain rock bands who only play with vintage gear to achieve specific classic sounds. Others mentioned how the lack of modern paddle controls makes it very difficult for new players to understand what made a game like Warlords so much fun.
The discussion was moderated by exhibition curator Chris Melissinos who retained a positively giddy tone throughout. He was eager to share entertaining, personal stories from his own life in between panelist prompts. The tone of the conversations were mostly feel-good, without the usual disdain for nostalgia that accompanies art criticism. This wasn't really the venue for that anyway. The Pioneers group shed light on some intriguing moments in history and successfully drew parallels between the industry issues of 40 years ago and those of today.
The Evolution of Video Games: The Future
Panelists (left to right): Chris Melissinos, Mark DeLoura, Paul Barnett, Ken Levine, and Kellee Santiago
While the Pioneers panel focused on how we got to the present, the Future panel was filled with speculation about where we go next and attempts to define where in fact we currently are. As a result there was actually some debate among the group.
Discussion sparked when Barnett suggested the idea of individualized "golden ages" for gamers. The basic idea is that there's a range of years in your life when you are most absorbed in playing games, and most susceptible to that saturation having a significant role in your development as a person. I don't know if that's true across the board, but definitively within certain genres and franchises. Is there really a need to play any version of Mario Kart other than the one you originally fell in love with? Maybe, but I doubt you'll like it as much. Santiago argued that the increased diversity in the gaming community has led plenty of individuals to discover and understand games in more varied stages of life.
Diversity was actually a point of commonality among the panel; diversity among developer personnel, styles of games, funding models, audiences, and more. One question from the audience spoke ill of "pretentious indie games" which Santiago later jokingly admitted to producing. After a string of don't-like-it-don't-play-it responses, Levine smartly piped up and reassured the audience member that developers pull from a wide variety of games and other media for inspiration, and that it's likely that "hardcore game" (my quotation marks, not Levine's) developers will play something like Dear Esther and incorporate and translate some of those ideas into their future titles. On the subject of borrowing ideas from other people's work, Barnett chimed in with a Monty Python quote for inspiration that went something like "All of my best ideas are bad ideas that someone misheard and made a good idea from."
Likewise with the notions of teamwork, sharing, and open communication being key elements of a successful development studio being touted, only DeLoura sidled with the remark that there's something significant and worthwhile to the singular vision of an artist, seen through from beginning to end. As an artist, I was personally glad someone on the panel expressed that sentiment. I'm all for teamwork, but for certain projects there are people who need to control everything in service of a perspective that only they can offer. DeLoura offered Jonathan Blow's Braid as an example.
I thought we might be treated to more talk about the hot-off-the-presses Journey or the looming Bioshock Infinite, but a lot of the concepts being touched on were more "big picture" items. This was for the best since it kept the discussions driven in directions that all of the panelists could contribute their expertise to. I left the panel feeling like I'd actually seen some genuine intellectual discussion happen, which is what I was hoping for. I've watched video of Levine speaking at GDC about the potential for narrative in games and read Santiago's writing about thatgamecompany's aspirations, so I went in with high hopes, which were mostly fulfilled.
Nolan Bushnell: Video Games in Retrospect
Having never seen Bushnell speak in person before, I only had the title of his lecture to draw from. Would this be an encyclopedic history lesson? An intimate trip down memory lane? Turns out it was a little of both with generous helpings of kookiness and comic relief, and a general sense of wide-eyed amazement at what new generations of game makers are creating based on frameworks he helped invent.
Much like the Pioneers panel, there were some look-how-big-computers-were stuff, but I was most interested in Bushnell the businessman since he came off as particularly shrewd. He pointed out that his company, Atari, had developed Pong, but that game had been ripped off by so many other companies that the majority of Pong machines weren't actually sold by Atari. They counteracted this by faking the labels on the boards that they manufactured so that when competitors would look at them for copies, they'd end up putting things in the wrong places, and the boards wouldn't work at all. They supposedly drove most all of their non-conglomerate copycats out of business with this strategy.
That's the other thing about Bushnell: he likes legendary stories, and he's certainly billed as one. Are some of these stories myths? We have to take his word for it I suppose, since at least the results of his endeavors are on record as facts. I hadn't questioned anything until he mentioned the ET cartridge debacle and rumor of a desert burial repository for the unwanted titles. I always had fun telling that story to non-gamer friends, but I don't know that I really believed it was anything but a tall tale. On the other hand, Bushnell freely admits they had to sell Atari-Japan to Namco due to defying numerous rules and regulations out of ignorance of the country's bylaws, so why not just hop on for the ride if he's willing to go that far.
The talk wrapped up with a "ref" from Twin Galaxies and high-score king Billy Mitchell trotting out a giant video game trading card of Bushnell as an honorary award. There was a chumminess between them and a heartfelt recognition that having an exhibition of video games in a national art museum is a truly significant step for the form. They seemed to relish it so much that they burned right through Q/A time, which meant it dragged a bit, but in the context of this symbolic achievement, I understand wanting to hold onto that moment as long as possible.
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